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Showing content with the highest reputation on 10/14/20 in all areas

  1. What is up with those elbow bends? They are neither sharp or smooth, they are just deformed. Also I gotta agree with Mercury, your shading style is called pillow shading (brighter near the edges, darker in the middle, or the other way around) and it's generally not really liked by most people.
    6 points
  2. Slime

    Oblivion GEN 6.0

    I dont find this rig too appealing at all. The eyes look weird because of the centered pupils, the shading looks iffy and unnatural, I don't like how high quality the textures are, they clash with the default textures and I don't think many people here are going to run a specific texture pack just to make this look presentable.
    5 points
  3. __Mine__

    Oblivion GEN 6.0

    ...I still don't like those perfectly-centred pupils. All of the expressions just look derpy because of this, especially this one... Additionally, most of the textures just look blurry.
    5 points
  4. SharpWind

    Oblivion GEN 6.0

    Oblivion rig generation 6.0 is here New improvements, new tweaks! Oblivion got a rehaul with the 6.0 update, giving him bendable extrusions, fixed controls on the face, brand new fingers that don't stretch, but still retain their proportional lengths and finally (and most importantly), 15 Different rig varieties (one of them being a placeholder, but you could also use it as a bald character). It's not as simple as just importing and animating with the rig, as the bendable extrusions make it too laggy; that's why there's a placeholder rig included, which you use to animate and copy the keyframes over to the actual rig. More about that in the YouTube video. YouTube video: Some Images during the production: Changes: Updates since release: Edit: added the update list ~ Stay Sharp
    3 points
  5. bullseyecg

    bananas ROTAT E

    bananas ROTAT E banana rig by IAmOnlyMasada haha banana spin im funny right
    3 points
  6. Mercury

    Oblivion GEN 6.0

    Ngl but I am not a fan of your shading technique, but nice rigs! Epic, but not so epic with that shading
    3 points
  7. Hello everyone, and hope you're all doing well! It's been a while since the last dev update, a lot of crazy stuff has been going on in the world since then. However despite the madness, I still found time to work on the next exciting update for Mine-imator! Not much progress has been since then, but I figured I would show off some things I've been working on. The renders featured in this dev update were made by @Keep on Chucking. Volumetric fog For those who have seen the last dev update, I showed off the new volumetric rays. Originally, I wanted to make the rays a proper volumetric fog with sunlight scattering through. After revisiting this feature this past Summer, I've upgraded them to a proper fog effect! This effect can be used alongside the default fog included in Mine-imator and there will be an option to switch back to the volumetric rays shown in the previous dev update. Indirect lighting / SSGI New shadows? Improved ambient lighting? There no way lighting can get any better.. can it?! It can. Introducing: Indirect lighting, a secret ingredient among many to making your lighting really pop in your scene by allowing direct lighting to be casted from bright objects automatically, and allowing light to bounce from objects directly lit by light sources and tint the surrounding area! This feature really brightens your scene up and makes lighting a lot easier to set up. However, due to being a screen space rendering technique, the effect will only work with lit objects that are visible to the camera. Inventory After overhauling the rendering in Mine-imator, I'm now onto integrating the rebrand in Mine-imator. Inventory is the name @Voxy has decided on for the slick design language Modelbench uses and what Mine-imator will eventually receive in the next major update. This process will take a while, as Mine-imator's codebase is arguably bigger than Modelbench's. In the meantime, if you have any questions concerning the new interface, feel free to drop them below in the replies for Voxy to answer in an upcoming Q&A post! That's all I've got to show for now unfortunately! While things may be moving at the pace of a snail, I'm afraid things won't speed up any time soon since I'm the only developer working on this update after all, and I have a part-time job and doing full-time college. However there's no need to fret, as Voxy and I are trying our best to make this the best update we can possibly (and reasonably) make it. Until next time, keep on animating. Oh, and of course, one last thing...
    1 point
  8. FredMCGamer

    Among Us Model

    Greetings once again, Fred here. Today I before going to take a nap I played a match from the game Among Us, and I had the idea of creating a little something in Modelbench. So here I bring to you my own take on the games character model, and to be honest it wasn't that hard to make since I already had the vision of how it would be like. Although I changed some stuff in the process. As always criticism is appreciated and taken in consideration. Pics: Download: https://www.dropbox.com/s/xbq9gxguylroxz1/Among Us Rig.rar?dl=0
    1 point
  9. Dang, sharpwind really ain't getting a (very) positive reception... On topic: imo the rigs themselves look nice, I like the concepts of the variants of your character But i agree with everyone on the facial expressions
    1 point
  10. Frost

    Oblivion GEN 6.0

    Maybe you should learn some pixel art rules, pillow shading, gradients and noise should never be done
    1 point
  11. shotu be staring into space and rip dragonpixel is facing away from the camera so we can't really tell it's him Other than that, happy spooky month!
    1 point
  12. Great progress being made so far! Love how this update is turning out! ?
    1 point
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